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// ImGui - standalone example application for DirectX 12
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
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# include "imgui.h"
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# include "../imgui_impl_win32.h"
# include "../imgui_impl_dx12.h"
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# include <d3d12.h>
# include <dxgi1_4.h>
# include <tchar.h>
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# define DX12_ENABLE_DEBUG_LAYER 0
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struct FrameContext
{
ID3D12CommandAllocator * CommandAllocator ;
UINT64 FenceValue ;
} ;
// Data
static int const NUM_FRAMES_IN_FLIGHT = 3 ;
static FrameContext g_frameContext [ NUM_FRAMES_IN_FLIGHT ] = { } ;
static UINT g_frameIndex = 0 ;
static int const NUM_BACK_BUFFERS = 3 ;
static ID3D12Device * g_pd3dDevice = NULL ;
static ID3D12DescriptorHeap * g_pd3dRtvDescHeap = NULL ;
static ID3D12DescriptorHeap * g_pd3dSrvDescHeap = NULL ;
static ID3D12CommandQueue * g_pd3dCommandQueue = NULL ;
static ID3D12GraphicsCommandList * g_pd3dCommandList = NULL ;
static ID3D12Fence * g_fence = NULL ;
static HANDLE g_fenceEvent = NULL ;
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static UINT64 g_fenceLastSignaledValue = 0 ;
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static IDXGISwapChain3 * g_pSwapChain = NULL ;
static HANDLE g_hSwapChainWaitableObject = NULL ;
static ID3D12Resource * g_mainRenderTargetResource [ NUM_BACK_BUFFERS ] = { } ;
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor [ NUM_BACK_BUFFERS ] = { } ;
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void CreateRenderTarget ( )
{
ID3D12Resource * pBackBuffer ;
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for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; i + + )
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{
g_pSwapChain - > GetBuffer ( i , IID_PPV_ARGS ( & pBackBuffer ) ) ;
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g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , NULL , g_mainRenderTargetDescriptor [ i ] ) ;
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g_mainRenderTargetResource [ i ] = pBackBuffer ;
}
}
void WaitForLastSubmittedFrame ( )
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{
FrameContext * frameCtxt = & g_frameContext [ g_frameIndex % NUM_FRAMES_IN_FLIGHT ] ;
UINT64 fenceValue = frameCtxt - > FenceValue ;
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if ( fenceValue = = 0 )
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return ; // No fence was signaled
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frameCtxt - > FenceValue = 0 ;
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if ( g_fence - > GetCompletedValue ( ) > = fenceValue )
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return ;
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g_fence - > SetEventOnCompletion ( fenceValue , g_fenceEvent ) ;
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WaitForSingleObject ( g_fenceEvent , INFINITE ) ;
}
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FrameContext * WaitForNextFrameResources ( )
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{
UINT nextFrameIndex = g_frameIndex + 1 ;
g_frameIndex = nextFrameIndex ;
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HANDLE waitableObjects [ ] = { g_hSwapChainWaitableObject , NULL } ;
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DWORD numWaitableObjects = 1 ;
FrameContext * frameCtxt = & g_frameContext [ nextFrameIndex % NUM_FRAMES_IN_FLIGHT ] ;
UINT64 fenceValue = frameCtxt - > FenceValue ;
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if ( fenceValue ! = 0 ) // means no fence was signaled
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{
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frameCtxt - > FenceValue = 0 ;
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g_fence - > SetEventOnCompletion ( fenceValue , g_fenceEvent ) ;
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waitableObjects [ 1 ] = g_fenceEvent ;
numWaitableObjects = 2 ;
}
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WaitForMultipleObjects ( numWaitableObjects , waitableObjects , TRUE , INFINITE ) ;
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return frameCtxt ;
}
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void ResizeSwapChain ( HWND hWnd , int width , int height )
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{
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DXGI_SWAP_CHAIN_DESC1 sd ;
g_pSwapChain - > GetDesc1 ( & sd ) ;
sd . Width = width ;
sd . Height = height ;
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IDXGIFactory4 * dxgiFactory = NULL ;
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g_pSwapChain - > GetParent ( IID_PPV_ARGS ( & dxgiFactory ) ) ;
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g_pSwapChain - > Release ( ) ;
CloseHandle ( g_hSwapChainWaitableObject ) ;
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IDXGISwapChain1 * swapChain1 = NULL ;
dxgiFactory - > CreateSwapChainForHwnd ( g_pd3dCommandQueue , hWnd , & sd , NULL , NULL , & swapChain1 ) ;
swapChain1 - > QueryInterface ( IID_PPV_ARGS ( & g_pSwapChain ) ) ;
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swapChain1 - > Release ( ) ;
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dxgiFactory - > Release ( ) ;
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g_pSwapChain - > SetMaximumFrameLatency ( NUM_BACK_BUFFERS ) ;
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g_hSwapChainWaitableObject = g_pSwapChain - > GetFrameLatencyWaitableObject ( ) ;
assert ( g_hSwapChainWaitableObject ! = NULL ) ;
}
void CleanupRenderTarget ( )
{
WaitForLastSubmittedFrame ( ) ;
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for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; i + + )
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if ( g_mainRenderTargetResource [ i ] ) { g_mainRenderTargetResource [ i ] - > Release ( ) ; g_mainRenderTargetResource [ i ] = NULL ; }
}
HRESULT CreateDeviceD3D ( HWND hWnd )
{
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// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd ;
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{
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ZeroMemory ( & sd , sizeof ( sd ) ) ;
sd . BufferCount = NUM_BACK_BUFFERS ;
sd . Width = 0 ;
sd . Height = 0 ;
sd . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
sd . Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT ;
sd . BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT ;
sd . SampleDesc . Count = 1 ;
sd . SampleDesc . Quality = 0 ;
sd . SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD ;
sd . AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED ;
sd . Scaling = DXGI_SCALING_STRETCH ;
sd . Stereo = FALSE ;
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}
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if ( DX12_ENABLE_DEBUG_LAYER )
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{
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ID3D12Debug * dx12Debug = NULL ;
if ( SUCCEEDED ( D3D12GetDebugInterface ( IID_PPV_ARGS ( & dx12Debug ) ) ) )
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{
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dx12Debug - > EnableDebugLayer ( ) ;
dx12Debug - > Release ( ) ;
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}
}
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D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0 ;
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if ( D3D12CreateDevice ( NULL , featureLevel , IID_PPV_ARGS ( & g_pd3dDevice ) ) ! = S_OK )
return E_FAIL ;
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{
D3D12_DESCRIPTOR_HEAP_DESC desc = { } ;
desc . Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV ;
desc . NumDescriptors = NUM_BACK_BUFFERS ;
desc . Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE ;
desc . NodeMask = 1 ;
if ( g_pd3dDevice - > CreateDescriptorHeap ( & desc , IID_PPV_ARGS ( & g_pd3dRtvDescHeap ) ) ! = S_OK )
return E_FAIL ;
SIZE_T rtvDescriptorSize = g_pd3dDevice - > GetDescriptorHandleIncrementSize ( D3D12_DESCRIPTOR_HEAP_TYPE_RTV ) ;
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap - > GetCPUDescriptorHandleForHeapStart ( ) ;
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for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; i + + )
{
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g_mainRenderTargetDescriptor [ i ] = rtvHandle ;
rtvHandle . ptr + = rtvDescriptorSize ;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = { } ;
desc . Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ;
desc . NumDescriptors = 1 ;
desc . Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE ;
if ( g_pd3dDevice - > CreateDescriptorHeap ( & desc , IID_PPV_ARGS ( & g_pd3dSrvDescHeap ) ) ! = S_OK )
return E_FAIL ;
}
{
D3D12_COMMAND_QUEUE_DESC desc = { } ;
desc . Type = D3D12_COMMAND_LIST_TYPE_DIRECT ;
desc . Flags = D3D12_COMMAND_QUEUE_FLAG_NONE ;
desc . NodeMask = 1 ;
if ( g_pd3dDevice - > CreateCommandQueue ( & desc , IID_PPV_ARGS ( & g_pd3dCommandQueue ) ) ! = S_OK )
return E_FAIL ;
}
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for ( UINT i = 0 ; i < NUM_FRAMES_IN_FLIGHT ; i + + )
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if ( g_pd3dDevice - > CreateCommandAllocator ( D3D12_COMMAND_LIST_TYPE_DIRECT , IID_PPV_ARGS ( & g_frameContext [ i ] . CommandAllocator ) ) ! = S_OK )
return E_FAIL ;
if ( g_pd3dDevice - > CreateCommandList ( 0 , D3D12_COMMAND_LIST_TYPE_DIRECT , g_frameContext [ 0 ] . CommandAllocator , NULL , IID_PPV_ARGS ( & g_pd3dCommandList ) ) ! = S_OK | |
g_pd3dCommandList - > Close ( ) ! = S_OK )
return E_FAIL ;
if ( g_pd3dDevice - > CreateFence ( 0 , D3D12_FENCE_FLAG_NONE , IID_PPV_ARGS ( & g_fence ) ) ! = S_OK )
return E_FAIL ;
g_fenceEvent = CreateEvent ( NULL , FALSE , FALSE , NULL ) ;
if ( g_fenceEvent = = NULL )
return E_FAIL ;
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{
IDXGIFactory4 * dxgiFactory = NULL ;
IDXGISwapChain1 * swapChain1 = NULL ;
if ( CreateDXGIFactory1 ( IID_PPV_ARGS ( & dxgiFactory ) ) ! = S_OK | |
dxgiFactory - > CreateSwapChainForHwnd ( g_pd3dCommandQueue , hWnd , & sd , NULL , NULL , & swapChain1 ) ! = S_OK | |
swapChain1 - > QueryInterface ( IID_PPV_ARGS ( & g_pSwapChain ) ) ! = S_OK )
return E_FAIL ;
swapChain1 - > Release ( ) ;
dxgiFactory - > Release ( ) ;
g_pSwapChain - > SetMaximumFrameLatency ( NUM_BACK_BUFFERS ) ;
g_hSwapChainWaitableObject = g_pSwapChain - > GetFrameLatencyWaitableObject ( ) ;
}
CreateRenderTarget ( ) ;
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return S_OK ;
}
void CleanupDeviceD3D ( )
{
CleanupRenderTarget ( ) ;
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if ( g_pSwapChain ) { g_pSwapChain - > Release ( ) ; g_pSwapChain = NULL ; }
if ( g_hSwapChainWaitableObject ! = NULL ) { CloseHandle ( g_hSwapChainWaitableObject ) ; }
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for ( UINT i = 0 ; i < NUM_FRAMES_IN_FLIGHT ; i + + )
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if ( g_frameContext [ i ] . CommandAllocator ) { g_frameContext [ i ] . CommandAllocator - > Release ( ) ; g_frameContext [ i ] . CommandAllocator = NULL ; }
if ( g_pd3dCommandQueue ) { g_pd3dCommandQueue - > Release ( ) ; g_pd3dCommandQueue = NULL ; }
if ( g_pd3dCommandList ) { g_pd3dCommandList - > Release ( ) ; g_pd3dCommandList = NULL ; }
if ( g_pd3dRtvDescHeap ) { g_pd3dRtvDescHeap - > Release ( ) ; g_pd3dRtvDescHeap = NULL ; }
if ( g_pd3dSrvDescHeap ) { g_pd3dSrvDescHeap - > Release ( ) ; g_pd3dSrvDescHeap = NULL ; }
if ( g_fence ) { g_fence - > Release ( ) ; g_fence = NULL ; }
if ( g_fenceEvent ) { CloseHandle ( g_fenceEvent ) ; g_fenceEvent = NULL ; }
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = NULL ; }
}
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extern LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
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LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
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if ( ImGui_ImplWin32_WndProcHandler ( hWnd , msg , wParam , lParam ) )
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return true ;
switch ( msg )
{
case WM_SIZE :
if ( g_pd3dDevice ! = NULL & & wParam ! = SIZE_MINIMIZED )
{
ImGui_ImplDX12_InvalidateDeviceObjects ( ) ;
CleanupRenderTarget ( ) ;
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ResizeSwapChain ( hWnd , ( UINT ) LOWORD ( lParam ) , ( UINT ) HIWORD ( lParam ) ) ;
CreateRenderTarget ( ) ;
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ImGui_ImplDX12_CreateDeviceObjects ( ) ;
}
return 0 ;
case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
case WM_DESTROY :
PostQuitMessage ( 0 ) ;
return 0 ;
}
return DefWindowProc ( hWnd , msg , wParam , lParam ) ;
}
int main ( int , char * * )
{
// Create application window
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WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , NULL , NULL , NULL , _T ( " ImGui Example " ) , NULL } ;
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RegisterClassEx ( & wc ) ;
HWND hwnd = CreateWindow ( _T ( " ImGui Example " ) , _T ( " ImGui DirectX12 Example " ) , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
// Initialize Direct3D
if ( CreateDeviceD3D ( hwnd ) < 0 )
{
CleanupDeviceD3D ( ) ;
UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
return 1 ;
}
// Show the window
ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
UpdateWindow ( hwnd ) ;
// Setup ImGui binding
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ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init ( hwnd ) ;
ImGui_ImplDX12_Init ( g_pd3dDevice , NUM_FRAMES_IN_FLIGHT , DXGI_FORMAT_R8G8B8A8_UNORM ,
g_pd3dSrvDescHeap - > GetCPUDescriptorHandleForHeapStart ( ) , g_pd3dSrvDescHeap - > GetGPUDescriptorHandleForHeapStart ( ) ) ;
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// Setup style
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
bool show_demo_window = true ;
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bool show_another_window = false ;
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ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
while ( msg . message ! = WM_QUIT )
{
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if ( PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
{
TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
continue ;
}
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ImGui_ImplDX12_NewFrame ( g_pd3dCommandList ) ;
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ImGui_ImplWin32_NewFrame ( ) ;
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// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
static float f = 0.0f ;
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static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if ( show_demo_window )
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{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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}
// Rendering
FrameContext * frameCtxt = WaitForNextFrameResources ( ) ;
UINT backBufferIdx = g_pSwapChain - > GetCurrentBackBufferIndex ( ) ;
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frameCtxt - > CommandAllocator - > Reset ( ) ;
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D3D12_RESOURCE_BARRIER barrier = { } ;
barrier . Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION ;
barrier . Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE ;
barrier . Transition . pResource = g_mainRenderTargetResource [ backBufferIdx ] ;
barrier . Transition . Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES ;
barrier . Transition . StateBefore = D3D12_RESOURCE_STATE_PRESENT ;
barrier . Transition . StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET ;
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g_pd3dCommandList - > Reset ( frameCtxt - > CommandAllocator , NULL ) ;
g_pd3dCommandList - > ResourceBarrier ( 1 , & barrier ) ;
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g_pd3dCommandList - > ClearRenderTargetView ( g_mainRenderTargetDescriptor [ backBufferIdx ] , ( float * ) & clear_color , 0 , NULL ) ;
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g_pd3dCommandList - > OMSetRenderTargets ( 1 , & g_mainRenderTargetDescriptor [ backBufferIdx ] , FALSE , NULL ) ;
g_pd3dCommandList - > SetDescriptorHeaps ( 1 , & g_pd3dSrvDescHeap ) ;
ImGui : : Render ( ) ;
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ImGui_ImplDX12_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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barrier . Transition . StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET ;
barrier . Transition . StateAfter = D3D12_RESOURCE_STATE_PRESENT ;
g_pd3dCommandList - > ResourceBarrier ( 1 , & barrier ) ;
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g_pd3dCommandList - > Close ( ) ;
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g_pd3dCommandQueue - > ExecuteCommandLists ( 1 , ( ID3D12CommandList * const * ) & g_pd3dCommandList ) ;
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// Update and Render additional Platform Windows
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
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{
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
}
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g_pSwapChain - > Present ( 1 , 0 ) ; // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
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UINT64 fenceValue = g_fenceLastSignaledValue + 1 ;
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g_pd3dCommandQueue - > Signal ( g_fence , fenceValue ) ;
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g_fenceLastSignaledValue = fenceValue ;
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frameCtxt - > FenceValue = fenceValue ;
}
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WaitForLastSubmittedFrame ( ) ;
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ImGui_ImplDX12_Shutdown ( ) ;
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ImGui_ImplWin32_Shutdown ( ) ;
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ImGui : : DestroyContext ( ) ;
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CleanupDeviceD3D ( ) ;
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DestroyWindow ( hwnd ) ;
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UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
return 0 ;
}